| // Copyright (c) 2015, Google Inc. Please see the AUTHORS file for details. |
| // All rights reserved. Use of this source code is governed by a BSD-style |
| // license that can be found in the LICENSE file. |
| |
| part of vector_math; |
| |
| /// Convert [radians] to degrees. |
| double degrees(double radians) => radians * radians2Degrees; |
| |
| /// Convert [degrees] to radians. |
| double radians(double degrees) => degrees * degrees2Radians; |
| |
| /// Interpolate between [min] and [max] with the amount of [a] using a linear |
| /// interpolation. The computation is equivalent to the GLSL function mix. |
| double mix(double min, double max, double a) => min + a * (max - min); |
| |
| /// Do a smooth step (hermite interpolation) interpolation with [edge0] and |
| /// [edge1] by [amount]. The computation is equivalent to the GLSL function |
| /// smoothstep. |
| double smoothStep(double edge0, double edge1, double amount) { |
| final t = ((amount - edge0) / (edge1 - edge0)).clamp(0.0, 1.0).toDouble(); |
| |
| return t * t * (3.0 - 2.0 * t); |
| } |
| |
| /// Do a catmull rom spline interpolation with [edge0], [edge1], [edge2] and |
| /// [edge3] by [amount]. |
| double catmullRom(double edge0, double edge1, double edge2, double edge3, |
| double amount) => |
| 0.5 * |
| ((2.0 * edge1) + |
| (-edge0 + edge2) * amount + |
| (2.0 * edge0 - 5.0 * edge1 + 4.0 * edge2 - edge3) * (amount * amount) + |
| (-edge0 + 3.0 * edge1 - 3.0 * edge2 + edge3) * |
| (amount * amount * amount)); |